Rogue: Mastermind

Master of Intrigue When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master Of Tactics Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Bard: College of Valour

Bardic Inspiration: 1D6Jack of All TradesSong of RestExpertise: Stealth, Perception

Wizard: School of Divination

Divination Savant Divination spells take half the time and money to scribe.Portent Replace any D20 rolls with two daily rolls of your own.

Attributes:

Gender: Male

Size: Small

Age: 18 years.

Height: 2.6 ft. (81 cm)

Weight: 32 lb. (15 kg)

Eye colour: Yellow.

Skin colour: Tan.

Peronality Traits:
I like to talk at length about my profession.
I believe that anything worth doing is worth doing right. I can't help it — I'm a perfectionist.

Ideal: Aspiration. I work hard to be the best there is at my craft.

Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.

Flaw: I would kill to acquire a noble title.

Ability Score:

Ability

Score

Proficiency

Modifier

Saving Throw

Strength

9

◻

-1

-1

Dexterity

16

◼

+3

+3

Constitution

11

◻

+0

+0

Intelligence

16

◼

+3

+3

Wisdom

13

◻

+1

+1

Charisma

16

◻

+3

+3

Other Statistics:

Speed

30 ft.

Armour Class

14

11 + 3

w/ shield 13 + 3

Max HP

X

Hit Dice

6d8+2d6

Proficiency Bonus

+3

Passive Wisdom (Perception)

17

10 + 6 + 1 (WIS 13)

Maximum Carrying Weight

135 lb.

15 * 9

Lifting, Dragging, Pushing Weight

270 lb.

30 * 9

Skills:

Skill

Proficiency

Modifier

Ability

Source

Athletics

◻

+0

STR 9

Acrobatics

◻

+4

DEX 16

Sleight Of Hand

◼

+6

DEX 16

Bard Multiclass

Stealth

◼

+9

DEX 16

Expertise #1, Rogue #1

Arcana

◻

+4

INT 16

History

◻

+4

INT 16

Investigation

◻

+4

INT 16

Nature

◻

+4

INT 16

Religion

◻

+4

INT 16

Animal Handling

◻

+2

WIS 13

Insight

◼

+4

WIS 13

Guild Merchant #1

Medicine

◻

+2

WIS 13

Perception

◼

+7

WIS 13

Expertise #2, Rogue #2

Survival

◻

+2

WIS 13

Deception

◼

+9

CHA 16

Expertise #3, Rogue #3

Intimidation

◻

+4

CHA 16

Performance

◼

+9

CHA 16

Expertise #4, Rogue # 4

Persuasion

◼

+6

CHA 16

Guild Merchant #2

Racials, Traits and Features

Type

Feature

In short

Racial

Ability Score Increase

+2 DEX, -2 STR

Racial

Darkvision

Darkvision 60 ft.

Racial

Grovel, Cower, and Beg

As an action you distract foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Racial

Pack Tactics

You have advantage on attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Racial

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.